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Animating withMicroStation
Jerry Flynn
Exton, PA
2007
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ANIMATINGWITHMICROSTATIONFirst Edition
Copyright 2007 Bentley Systems, Incorporated. All Rights Reserved.
Bentley, B Bentley logo, Bentley Institute Press, and MicroStation are either registered or unregis-
tered trademarks or servicemarks of Bentley Systems, Incorporated or one of its direct or indirect
wholly-owned subsidiaries. Other brands and product names are trademarks of their respective
owners.
Publisher does not warrant or guarantee any of the products described herein or perform any inde-
pendent analysis in connection with any of the product information contained herein. Publisher
does not assume, and expressly disclaims, any obligation to obtain and include information other
than that provided to it by the manufacturer.
The reader is expressly warned to consider and adopt all safety precautions that might be indicated
by the activities herein and to avoid all potential hazards. By following the instructions contained
herein, the reader willingly assumes all risks in connection with such instructions.
The publisher makes no representation or warranties of any kind, including but not limited to, the
warranties of fitness for particular purpose of merchantability, nor are any such representations im-
plied with respect to the material set forth herein, and the publisher takes no responsibility with re-
spect to such material. The publisher shal l not be liable for any special, consequential, or exemplary
damages resulting, in whole or part, from the readers use of, or reliance upon, this material.
ISBN Number: 978-0-9714141-9-8
Library of Congress Control Number: 2007923518
Published by:
Bentley Institute Press
Bentley Systems, Incorporated
685 Stockton Drive
Exton, PA 19341
www.bentley.com
www.bentley.com/books
Printed in the U.S.A.
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iii
Foreword
Ray Bentley of Bentley Systems, Inc.
Having powerful animation tools at your disposal is one thing. Becom-
ing an expert user of those tools quite another.
Enter Jerry Flynn's skilled instruction. A revered tutor and mentor for
MicroStation visualization gurus the world over, Jerry has helped thou-
sands of users master MicroStation visualization techniques, both in
classrooms across the globe and through his previous Bentley Institute
Press title, Rendering with MicroStation. Now, with the practical exer-
cises and animation instruction contained within these pages, it's no
surprise that the lessons to follow will help thousands of users get their
models moving faster than ever before.
The development team here at Bentley has worked hard to deliver visu-
alization and animation toolsets that can produce amazing results. I am
part of that team, and I also remain the biggest advocate for making our
powerful visualization tools accessible to our users. It's a challenging
combination, but a challenge we enjoy with each success.
The latest release, MicroStation V8 XM Edition, now contains powerful
and easy-to-use animation tools. Once configured, MicroStation's pow-
erful engine can process a model and its animation to deliver high-qual-
ity, 30-frames-a-second action that delivers a fluidity and realism thatrival Hollywood CGI.
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iv Foreword
Put yourself in the director's chair. Pan, tilt, zoom, focus, and highlight a
scene anyway you'd like. Flyovers and walk-throughs are a breeze, espe-cially when you can simulate a camera on a cable as it flies through a
scene, or pace motion however you choose. Select the keyframes and
leave the hard work to MicroStation. You call the shots, literally!
Now bring the actors to life. Adding motion to formerly static objects
within your model will reveal its interconnected and fluid detail.
Whether animating the mechanics of infrastructure or demonstrating
the flow of its surrounding world, this is where magic can happen. Peo-
ple walking, cars moving, cranes lifting. Deliver materials, build a struc-
ture, or operate a machine. Anything is possible.
Many users will start their foray into animation with the ever-popularwalk-throughs and fly-overs, which immerse a viewer in the middle of a
virtual world. These animations excel when demonstrating sightlines
and design options. As your confidence grows, this book will guide you
- step-by-step - toward the kind of experimentation and results that you
previously only admired on someone else's screen. Put your models into
gear and redefine what you think is possible.
Animation may dazzle, but more importantly, animation will inform de-
sign decisions. Will a crane bearing a load clear the structure it reaches
over? Is there enough available space to accommodate building materi-
als on site? As your skills grow, you'll find yourself reaching for answers
to questions like these and answering them with your own animations.Animation adds the element of time to a model, and as such, is now a
core competency among engineering firms for schedule simulation and
constructability testing. Additionally, some firms are now enjoying bet-
ter project planning and improved cost control by prototyping on-time
and just-in-time project scheduling by first simulating projects in ani-
mation. On paper, a site may accommodate the materials, equipment,
and staging that are required, but you'll have much greater confidence in
your aggressive schedule when you first put your construction sequence
to the test.
For many years now, project and design teams have been realizing ideas
and designs using 3D models rendered in MicroStation. Now theseteams can bring those models to life with a little help from Jerry Flynn
and Animating in MicroStation.
What are you waiting for? Get moving now!
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v
Contents
Chapter 1: Animation Overview . . . . . . . . . . . . . . . . . . . . . . . . . 1Chapter Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1Animation Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1Video or Movie Output. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Video Standards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
NTSC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3PAL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4HDTV . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
The Animation Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Uses of the Animation Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Actor Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Camera Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8General Settings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Animation Preview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Chapter 2: Simple Keyframe Animation . . . . . . . . . . . . . . . . . 11Chapter Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Simple Keyframe Animation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Creating Additional Keyframes . . . . . . . . . . . . . . . . . . . . . . . . . 14Freezing Geometry into Original Positions . . . . . . . . . . . . . . . . . 16Creating Additional Keyframes in V8 XM Edition . . . . . . . . . . . . 20Freezing Geometry into Original Positions in V8 XM Edition . 22Creating the Animation Script in V8 XM Edition. . . . . . . . . . . . . 23
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Animating with Actors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Creating the Keyframes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33Creating the Animation Script . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34Animation Preview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36Animating with Actors in V8 XM Edition . . . . . . . . . . . . . . . . . . . 39
Creating the Keyframes in V8 XM Edition . . . . . . . . . . . . . . . 43Creating the Animation Script in V8 XM Edition . . . . . . . . . 45Animation Preview V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . 47
3D Content in PDF Files for V8 and V8 XM Edition. . . . . . . . . . . 49Adding 3D Content from Design Models . . . . . . . . . . . . . . . . 50Interacting with 3D Content in Adobe Reader . . . . . . . . . . . 53
Keyframing Deformation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57Manipulating Actors and Creating Keyframes . . . . . . . . . . . . . . 59
Creating the Deformation Animation Script . . . . . . . . . . . . . 61
Recording the Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63Keyframing Deformation in V8 XM Edition . . . . . . . . . . . . . . . . . 65Manipulating Actors and Creating Keyframes
in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68Creating the Deformation Animation Script . . . . . . . . . . . . . 69
Recording the Animation V8 XM Edition . . . . . . . . . . . . . . . . . . . 72MicroStation's Movie Player . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Chapter 3: Actor Hierarchy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .79Chapter Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79Attaching Actors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80Creating the Penknife Animation Script. . . . . . . . . . . . . . . . . 87Attaching Actors in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . 89Creating the Penknife Animation Script in V8 XM Edition 96
Creating Actors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101Assembling the Desk Lamp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106Creating Desk Lamp Keyframes . . . . . . . . . . . . . . . . . . . . . . . . . . . 108Creating the Desk Lamp Animation Script . . . . . . . . . . . . . . . . . . 115Creating Actors in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . 119Assembling the Desk Lamp in V8 XM Edition . . . . . . . . . . . . . . . 126Attaching Actors using Animation Producer
in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Creating Desk Lamp Keyframes in V8 XM Edition . . . . . . . . . . . 130Creating the Desk Lamp Animation Script in V8 XM Edition . 137Targeting Actors in V8 XM Edition Only . . . . . . . . . . . . . . . . . . . . 145Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
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Contents vii
Chapter 4: Parametric Animation . . . . . . . . . . . . . . . . . . . . . . . 149
Chapter Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149Scripting an Actor With a Parametric Equation . . . . . . . . . . . . . 151
Creating a Custom Parameter to Describe a Revolution . . 154Creating an Animation Script Using Custom Parameters . . . . 157
Changing the Winch Motion by Editing a Parameter . . . . . 159Creating a Custom Parameter for Revolution in
V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160Creating an Animation Script Using Custom Parameters . 163Changing the Winch Motion by Editing a Parameter
in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164Animating a Clock with Parameters. . . . . . . . . . . . . . . . . . . . . . . . 166
Creating the Clock Script. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
Editing the Script and Parameters . . . . . . . . . . . . . . . . . . . . . . 169Animating a Clock with Parameters in V8 XM Edition . . . . . . . 171
Creating the Clock Script. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173Editing the Script and Parameters V8 XM Edition . . . . . . . . 175
Advanced Parametric Motion Control . . . . . . . . . . . . . . . . . . . . . . 177Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183
Chapter 5: Cameras, Paths, and Targets . . . . . . . . . . . . . . . . . 185Chapter Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186Defining the Camera Path. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Previewing the Animation Script . . . . . . . . . . . . . . . . . . . . . . . . . . 191Frame the Shot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192The Storyboard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192
Keyframing a Target . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196Checking Camera Path Timing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200Creating the Storyboard Script . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202Previewing the Animation Script . . . . . . . . . . . . . . . . . . . . . . . . . . 205Recording Scripts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206Defining the Camera Path in V8 XM Edition . . . . . . . . . . . . . . . . 212Previewing the Animation Script . . . . . . . . . . . . . . . . . . . . . . . . . . 217
The Storyboard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219Activating and Deactivating Targets in V8 XM Edition. . . . 222
Keyframing a Target in V8 XM Edition. . . . . . . . . . . . . . . . . . . . . . 223
Checking Camera Path Timing in V8 XM Edition . . . . . . . . . . . . 229Creating the Storyboard Script in V8 XM Edition . . . . . . . . . . . . 231Previewing the Animation Script in V8 XM Edition . . . . . . . . . . 235Recording Scripts in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . 237Playing Back the Results in V8 XM Edition . . . . . . . . . . . . . . . . . . 243
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Actors on Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245
Modifying the path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248Velocity Graph . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249
Animation Velocity Graph Tools . . . . . . . . . . . . . . . . . . . . . . . 251Placing the Animation Camera in Car1 . . . . . . . . . . . . . . . . . . 252Attaching a Camera to an Actor . . . . . . . . . . . . . . . . . . . . . . . . 255Scripting a Target . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255Adding a Few Bumps in the Road. . . . . . . . . . . . . . . . . . . . . . . 261
Actors on Paths in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . 263Modifying the path in V8 XM Edition. . . . . . . . . . . . . . . . . . . . . . . 267Velocity Graph in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . 268
Place Animation Camera in Car1 in V8 XM Edition . . . . . . . 272Attaching Camera to Actor V8 XM Edition . . . . . . . . . . . . . . . 276Scripting a Target in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . 277
Script the Previously Created Keyframesin V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 281
Adding a Few Bumps in the Road in V8 XM Edition . . . . . . 285Actors Following Targets in V8 XM. . . . . . . . . . . . . . . . . . . . . . . . . 287
Attach the Actors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 290Creating the Animation Script in V8 XM Edition . . . . . . . . . 291
Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 296
Chapter 6: Animating Materials and Lights . . . . . . . . . . . . . . .297Chapter Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 297Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 298
Animating Running Water . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 298Animating Source Lights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302Animating a Camera Using Saved Views . . . . . . . . . . . . . . . . . . . 306Animating Running Water in V8 XM Edition . . . . . . . . . . . . . . . . 307Animating Source Lights in V8 XM . . . . . . . . . . . . . . . . . . . . . . . . . 309Recording a Preview in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . 316Animating a Camera Using Saved Views in V8 XM Edition . . . 318Playing Back The Previously Recorded Script . . . . . . . . . . . . . . . 319Animating Textures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 320Creating the Curtain Keyframes . . . . . . . . . . . . . . . . . . . . . . . . . . . 322
Creating the Movie House Script . . . . . . . . . . . . . . . . . . . . . . . 324Using the Timeline Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 326Animating Textures in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . 332
Creating the Curtain Keyframes in V8 XM . . . . . . . . . . . . . . . . . . 334Creating the Movie House Script in V8 XM Edition . . . . . . . 335Animating the Lights and Movie Screen in V8 XM . . . . . . . 337
Animation of Solar Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 343Solar Time Stamp. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 343
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Solar Study Utility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 350
Solar Study in V8 XM Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 351Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 352
Chapter 7: Included Scripts and Network Rendering . . . . . . 353Chapter Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 353Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 354Included Scripts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 355Using the Packager Utility. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 363Network Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 366
Distributed Rendering Overview for V8 XM Edition . . . . . . 366Setting Up a Shared Network Resource . . . . . . . . . . . . . . . . . 373Disable Simple File Sharing on Windows XP Pro . . . . . . . . . 374Adding Processors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 378
Important Considerations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 379Hardware Graphics Acceleration. . . . . . . . . . . . . . . . . . . . . . . . 379Postage Stamp Animations for Preview . . . . . . . . . . . . . . . . . 380Multi-level Texture Interpolation . . . . . . . . . . . . . . . . . . . . . . . 380Antialiasing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 381Memory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 381Multi-core CPUs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 382Memory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 382Non-linear Editing Software . . . . . . . . . . . . . . . . . . . . . . . . . . . . 385
Review Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 386
Visualization Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 387
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Introduction
This book assumes you know nothing about animation however it is
assumed that you have a working knowledge of 3D. It starts out slowly
with simple animation techniques using keyframing and progresses to
more advanced animation methods where you will learn to animate
actors using parameters and also to animate materials and lighting.
This book covers animating with MicroStation V8 and also
MicroStation V8 XM Edition. While many of the tools may look the
same in both versions the underlying code has been completelyrewritten for XM. Most notably the Animation Producer where the
animation scripts are created has a completely new look and is much
more user friendly.
In every exercise you will get a chance to see how the V8 XM Edition
compares to previous Animation Producer. If you are new to Animation
and are starting out using MicroStation V8 XM Edition, I would
recommend you skip over the exercises geared toward the older version
and concentrate on those exercises specifically for XM. If you are
familiar with the old Animation Producer and moving to XM, I would
recommend you do both sets of exercises so you can apply what you
already know more quickly by seeing exactly how the versions differ.
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xii Introduction
EXTRACTINGTHEDATASETS
Before doing any exercises, you will need to extract the data sets from
the accompanying CD. The CD contains the Workspace that you will be
using for all the exercises, including design files, palettes, materials, and
image library.
Extract all the files from theAWM.zipfile into the folder where Micro-
Station in installed on your computer. By default, MicroStation V8 is
installed in \Program Files\Bentley folder, and for V8 XM Edition
C:\Documents and Settings\All Users\Application Data\Bentleybut this
could be different on your computer if you do not use the default install.
Extract the files using folder names and elect to overwrite the existing
files since the Workspace folder already exists.
NOTE: It may be necessary to set the Windows folder options in order
to see the default folder location where the V8 XM Workspace is
installed.
From Windows File Explorer choose Tools > Folder Options to open the
Folder Options dialog turn on the option to Show hidden files and
folders.
Extract toBentley folder
Check Usefolder names
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About the Author xiii
ABOUTTHEAUTHOR
Jerry Flynn is a visualization specialist at Bentley Systems. He has more
than 18 years of visualization experience, and over 25 years of
experience working with 3D computer models.
As a design engineer with Planning Research Corporation (PRC), at theKennedy Space Center, Jerry designed launch support equipment and
access platforms for the Space Shuttle. Using a highly accurate 3D
computer model of the Space Shuttles outer mold lines, Jerry was able to
design critical access equipment and verify the designs on the computer
prior to fabrication. In his own words I was hooked on 3D from that
point, in 1981, on.
When the design and construction phase for the Shuttle facilities ended
in 1987, Jerry left PRC and went to work for McDonnell Douglas Space
Systems. At that time McDonnell Douglas provided all support and
processing of flight hardware in preparation for launch of the Space
Shuttle. As a senior design engineer at McDonnell Douglas, Jerrybrought his experience in 3D computer graphics to an even higher level.
Using MicroStation, version 2.01.3, and an 8 MHz 286 PC, he created
the first accurate 3D models of a processing facility and the Magellan
spacecraft. These models then were used to perform access studies and
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xiv Introduction
fit checks, far in advance of the spacecrafts actual arrival at the Kennedy
Space Center. This effort proved to NASA that computer modelingwould be a tremendous time saver over existing methods.
From Jerrys pioneering efforts, a new Visualization Group was born.
This group performed complex tasks and expanded their
responsibilities to include conceptual design and advanced studies for
future missions to the moon, Mars, and beyond. This group now has
more than 11 full-time employees dedicated to various visualization
tasks.
During his time at McDonnell Douglas, Jerry won 14 Golden Mouse
awards in InterGraphs computer art competition and a Best in
Application, from Kodak, during the 1991 SIGGRAPH convention. TheDesign Visualization Group that Jerry was instrumental in forming won
the Silver Eagle award in 1993, the highest award achievable at the Space
Systems division.
Jerry Flynn departed McDonnell Douglas in November of 1994 to join
Bentley Systems. He was responsible for much of the animation and
graphics used on the Discovery CD-ROMs to launch MicroStation 95,
GeoGraphics, Modeler, and TriForma. He continues to work closely
with development on improving and adding new visualization features
to MicroStation. He also played a major role in the development of
Model City Philadelphia a virtual reality model of Philadelphia, which
was shown at AEC Systems and SIGGRAPH in 1997.Jerry is the author of the Bentley Institutes Animating with
MicroStation and Rendering for Building Design courses and
provides 3D and visualization training for users in the U.S. and sites
around the world. Jerry Flynn also supports Bentleys Professional
Services Group. In this capacity, he provides professional consulting and
services, including onsite training, 3D modeling, animation, rendering,
multimedia, and video editing services.
Jerry Flynns graphics have been on the covers of 16 MicroStation books.
He has been the creator of seven MicroStation Manager covers, and his
photorealistic images have made the covers of Road & Bridges,
Computer Aided Engineeringand Computer Graphics Worldmagazines.He is responsible for the Orbiter, Oldhotel, Livroom and Lobby
example DGN files that were shipped with MicroStation. He was
instrumental in the development of the texture library that is delivered
with MicroStation.
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1
1 Animation Overview
CHAPTEROBJECTIVES
The topics covered in this chapter include:
b Animation overview
b Video standards
b Animation tools
INTRODUCTIONIn this chapter you will be provided a brief overview of what
animation is, as well as a brief explanation of the various types of
video formats and output.
ANIMATIONOVERVIEW
When you think of animation one of the first things that comes to
mind is the Saturday morning cartoons that most of us enjoyed as
kids. By drawing pictures with successive movement of objects,
these animations or cartoons appear to come to life. Cartoonstoday are typically created on computers and some of the in-
between pictures (frames) can be computed rather than drawn by
hand.
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2 Chapter 1: Animation Overview
What all forms of cartoon animation have in common is that they
create some type of perceived motion by showing successiveframes at a relatively high speed. Computer cartoon animation
usually shows 10 to 20 frames per second. By comparison,
traditional hand-drawn animation uses anywhere from 8 frames
per second (for poor-quality animation), to 12 frames per second
(for standard animation), to 24 frames per second (for short bursts
of smooth, realistic motion).
Human visual accuracy is limited to about 12 images per second.
If you show more than 12 images per second the brain thinks it is
seeing continuous motion (some people are better than others at
this). If you show fewer than 12 images per second, the brainknows it is looking at single images presented rapidly. The
magician relies on this fact. If they can move an object in less
than 1/12 of a second while distracting you, you will probably
never see what really happened. The hand is faster than the eye.
When animating with MicroStation you will find that
MicroStation does most of the work for you. You only need to
think about key events or points in time and then script these
events to occur. MicroStation determines the in-between frames
and interpolates positions based on the parameters you describe.
VIDEOORMOVIEOUTPUT
Just a few years ago a typical MicroStation animation consisting
of a series of sequential images (frames) saved at 320 x 240
resolution could play back smoothly at only 15 frames per second
on a 350 Mhz X86 system. Todays modern system can handle a
smooth 30 frames per second and at a DVD quality 720 x 480
resolution. Because most of your animation work will be played
back on a PC, the final output can be converted to MPEG-1 or
MPEG-2 format suitable for playback on a desktop or laptop
system. MPEG (pronounced M-peg), which stands for Moving
Picture Experts Group, is the name of the family of standards
used for coding audio-visual information (e.g., movies, video,
music) in a digital compressed format.
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Video Standards 3
We will be recording at 30 frames (images) per second. When we
playback our animations using Windows Media Player they willplay at 30 frames per second.
The major advantage of MPEG compared to other formats is that
MPEG files are much smaller for the same quality. This is due to
the very sophisticated compression techniques the MPEG format
uses.
You can choose from several digital formats when creating
animation to be played back on a computer. There is the
Microsoft AVI format which can be configured to use a variety of
compression/decompression routines (CODECs). You also can
choose Apples QuickTime movie format (MOV) format.
If you intend to create video for playback on a television,
MicroStations Animator can output to NTSC or PAL standard-
size-frames. Animator also supports interlaced field-rendered
frames.
VIDEOSTANDARDS
NTSC
NTSC stands for National Television System Committee, whichdevised the NTSC television broadcast system in 1953. NTSC is
also commonly used to refer to one type of television signal that
can be recorded on various tape formats such as VHS, 3/4 inch U-
matic, and Betacam.
The NTSC standard has a fixed vertical resolution of 525
horizontal lines stacked on top of each other, with varying
amounts of lines making up the horizontal resolution,
depending on the electronics and formats involved. There are
59.94 fields displayed per second. A field is a set of even lines or
odd lines. The odd and even fields display sequentially,
interlacing the full frame. One full frame consist of two interlaced
fields and displays about every 1/30 of a second.NTSC format is
used in North and South America with the exception of Brazil
(which uses a modified version of PAL).
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4 Chapter 1: Animation Overview
PAL
PAL stands for Phase Alternation by Line, and was adopted in
1967. The term PAL is often used informally to refer to a 625-
line/50 Hz (576i, principally European) television system, and to
differentiate from a 525-line/60 Hz (480i, principally North
American/Central American/Japanese) NTSC system. An
advantage of this system is a more stable and consistent hue (tint).
PAL-M is used only in Brazil. It has 525 lines, at 30 frames per
second.
The PAL format is used in most of Europe, Africa, and Asia
(including Australia).
HDTV
High-definition television (HDTV) is a television broadcasting
system with a significantly higher resolution than traditional
formats (NTSC, SECAM, PAL) allow. HDTV is broadcast
digitally.
Although a number of HDTV standards have been proposed or
implemented on a limited basis, the current HDTV standards are
defined in ITU-R BT.709 as 1,080 active interlaced or
progressive lines, or 720 progressive lines, using a 16:9 aspect
ratio. The term high-definition can refer to the resolution
specifications themselves or more loosely to the media capable of
similar sharpness, such as photographic film.
THEANIMATIONTOOLS
In this first exercise you will be given a brief overview of the
Animation tools. Because this book covers both V8 and V8 XM
Edition, you will be looking at the differences in versions in both
the tools and new functionality provided in the XM Edition. A
more detailed look at the difference between versions is providedby exercises later in the book.
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The Animation Tools 5
All exercises will be noted by the following graphic headers to
indicate to you if they are for V8 and prior versions, V8 XMEdition or all versions.
This indicates V8.5 and earlier version exercises.
This indicates V8 XM Edition specific exercises.
This indicates exercises applicable for all versions.The next exercise is for V8.5 and earlier versions as indicated.
Reviewing the MicroStation Animation Tools1 Open the design file simple keyframes.dgn.
The design file opens and displays one view.
2 From the MicroStation Main menu, select Tools > Visualization >Animation.
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6 Chapter 1: Animation Overview
The Animation tool frame opens with four tools for V8 2004
Edition and prior versions and the tool frame for V8 XM Editionappears with three tools.
The XM tools are missing the preview and record tools. These toolshave been redesigned and moved under the Animation Settings toolframe.
3 Click and drag on each icon in the Animation tool frame to tear offthe individual toolboxes. In V8 XM, click and hold the tool frame
icon to see a drop down list, then select the option to Open as
Toolbox.
Animation Cameras
Animation Preview
Animation Actors
Animation Settings
Animation tools for XM Edition from left to rightActors, Cameras, and Settings.
V8 2004 Edition
V8 animation tool frames V8 XM Edition animation toolboxes
Record tool
Preview tool
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The Animation Tools 7
Uses of the Animation Tools
The tables that follow list the animation tools and their uses. Both
V8 and V8 XM Edition icons are present in the table with the XM
Edition icons to the right of the V8 icons. As you can plainly see,
there are subtle differences between the two types of icons and
you should have no problems in recognizing these tools from
version to version.
A big change in V8 XM Edition is in the way animation actors are
handled. In V8 2004 and prior versions animation, actors when
created are cells. In V8 XM Edition animation actors are Named
Groups when created.
Actor Tools
Tool Animation Actor Tools Used to
Create Actor Create actors.
Attach Actor Create hierarchies (parent child
relationships) by attaching one
actor to another.
Manipulate Actor Manipulate the created actor
into different positions.
Modify Actor Modify the actors name or axis
of motion for movement,
rotation or scale.
Modify Origin Change the origin of the actor.
Define Actor Path Attach an actor, camera or target
to a path.
Script Actor Script an actor to parametrically
move, rotate or scale.
Drop Actor Convert (drop) the actor back to
components.
Detach Actor Detach an actor from the
hierarchy. This is the reverse of
the Attach Actor tool.
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8 Chapter 1: Animation Overview
The Modify Origin tool is not needed or available as a separate
tool in V8 XM Edition. In V8 XM Edition, the actors coordinatesystem can be selected and manipulated independently of the
actor (provided Graphic Group Lock is not enabled).
Camera Tools
In MicroStation XM Edition, general settings are as outlined in
the following table.
General Settings
Tool Animation CameraTools
Used to
Create Animation Camera Place an animation camera. Note
the Animation Camera is
considered an Actor.
Modify Camera Modify a cameras target, lensangle and display clipping.
Script Camera Turn on a camera.
Create Target Place a target. Note the Target is
considered an Actor.
Script Target Turn on a target.
Tool Animation SettingsTools
Used to
Animation Producer
Dialog
Open the Animation Producer
dialog box, where the animation
scripts are created, edited, and
recorded.
Animation Preview
(XM Edition only)
Open the Animation Preview
tool, a dockable tool bar that
allows you to interactively scrub
through animation frames.
Record
(XM Edition only)
Open the Record Script dialog
box.
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The Animation Tools 9
The following preview tools are V8 only and are no longer usedin V8 XM Edition. The Record Script and Record Selected
Frames tools for XM Edition are accessed through the Record
Script tool.
Animation Preview
General Settings Open the Animate General
Settings and create script foranimating camera angle,
background, fog, and brightness
adaptation, and so on.
KeyFrames Dialog Open the Animation KeyFrames
dialog box, used for creating
keyframes.
Global Lighting Open the Animate Global
Lighting Settings dialog box and
create animation script of solar
lighting, including time of day,
color, and intensity or to script
animation of ambient, and flashsettings.
Source Lighting Open the Animate Source
Lighting Settings dialog box to
script animation of source lights,
including intensity, color, and
cone angle.
Materials Open the Animate Material
Settings dialog box and create
animation script of any materials
properties.
Tool Animation PreviewTools
Used to
Start Moves preview to starting frame
zero.
Preview Previous Moves back one frame in time.
Rewind Plays preview in reverse.
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10 Chapter 1: Animation Overview
REVIEWQUESTIONS
1 For NTSC, what is the standard frame rate for recording andplayback?
2 For PAL, what is the standard frame rate for recording andplayback?
3 For NTSC, how many frames are there in one minute of animation?
4 True or false: You should always record to a movie format, such asAVI or MOV.
Play Plays animation preview in a
view.
Preview Next Moves ahead one frame in time.
Preview Last Moves to last frame of animation.
Preview Advance Moves to frame entered.
Record
(Moved to General Settingstoolbox for XM Edition)
Open the Record Script dialog
box.
Record Selected Frames
(Functionality moved to
Record Script dialog box for
XM Edition)
Open the Record Selected
Frames dialog.
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11
2 Simple Keyframe
Animation
CHAPTEROBJECTIVES
The topics covered in this chapter include:
b Animation with keyframes
b Creating simple keyframes
b Simple animation scriptsb Creating animation actors
b Keyframing actors
b Previewing scripts
b 3D content in Adobe PDF
b Graphics acceleration
b Recording animation script
b Using the movie player
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12 Chapter 2: Simple Keyframe Animation
INTRODUCTION
In this chapter you will be creating a simple animation based on a
technique called keyframing. The basic principle of keyframe
animation is simple: you specify the location of geometry at
certain key positions (keyframes) and the animation software
automatically calculates the in-between frames. You can think of
a keyframe as a key moment in time that includes where an
objects position, scale or rotation is at that moment.
The Animation Producer automatically computes in-between
frames that involve translation, rotation, and scale. It can also
interpolate the changes between two versions of an element that
has been modified to create simple morphing, such as a flag
waving.
SIMPLEKEYFRAMEANIMATION
In this next exercise you will be putting some simple objects in
motion by creating keyframes of the simple objects at their initial
positions. Then by moving, rotating, scaling, and modifying the
geometry you will create some additional keyframes. After
creating the keyframes, all that is required to animate the objects
is to create the animation script, preview it and record the script tosequential frames on disk.
If you are new to animation and are using MicroStation V8 XM
Edition you can skip this exercise and move to the exercises
specifically for MicroStation V8 XM Edition. The section on 3D
content in Adobe PDF is applicable to both V8 and V8 XM
Edition. All exercises are noted by the following graphic headers
to indicate to you if they are for V8 and prior versions, V8 XM
Edition or all versions.
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Simple Keyframe Animation 13
This indicates V8.5 and earlier versions.
This is indicates V8 XM Edition.
This indicates exercises applicable to all versions.
The next exercise is for V8.5 and earlier versions, as indicated.
Creating Initial Keyframes1 Open the design file simple keyframes.dgn.
The design file opens and consists of a few 2D shapes.
2 Fit view 1.
3 From Tools > Visualization > Animation, open the AnimationSettings toolbox.
4 Click the Create KeyFrame tool.
The Animation KeyFrames dialog box opens.
5 Using the Selector tool, select the geometry forming the star object.
6 In the Animation KeyFrames dialog box, click Create.
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14 Chapter 2: Simple Keyframe Animation
7 Enter star1in the Namefield and in the Descriptionfield enter
initial star. Click OK to create a keyframe of the star object in thisposition.
8 Using the Selector tool, select the geometry forming the rocketobject.
9 In the Animation KeyFrames dialog box, click Create.
10 Enter rocket1in the Namefield and in the Descriptionfield enterinitial rocket. Click OK to create a keyframe of the rocket object in
this position.
11 Using the Selector tool, select the geometry forming the car object.
12 In the Animation KeyFrames dialog box, click Create.13 Enter car1in the Namefield and in the Descriptionfield enter
initial car. Click OK to create a keyframe of the car object in this
position.
Creating Additional Keyframes
Now that you have the initial keyframes created you can simply
modify, scale, rotate or move the geometry and create more
keyframes. These keyframes once created can easily be added to
an animation script to animate the objects between the keyframes.
Creating Additional Keyframes1 Continue with simple keyframes.dgn.
2 Modify the star object geometry by using the Modify Element tool(Tools > Main > Modify). Snap to the vertex of the right point and
use AccuDraw to move the point up 2 units.
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Simple Keyframe Animation 15
3 Snap to the vertex of the left point and using AccuDraw move the
point down 2 units.
Star object initial position left, modified center, and rotated right.
4 Using the Selector tool, select all geometry forming the star object.
5 In the Animation KeyFrames dialog box, click Create.
6 Enter star2in the Namefield and in the Descriptionfield enter newstar position. Click OK to create a keyframe of the star object in this
position.
7 From the MicroStation Main tools, open the Manipulate toolbox.
NOTE: You will be using MicroStations element manipulate tools to
position the geometry into several different poses. Later you will learn
to create actors and manipulate them using the Animation Producers
manipulate actor tool.
8 Using the Selector tool, select the star object and rotate it (using theMicroStation Rotate tool) 45degrees about the weighted point in
the center.
9 While the star is still selected, in the Animation KeyFrames dialogbox click Create.
10 Enter star3in the Namefield and in the Descriptionfield enter starrotated. Click OK to create a keyframe of the star object in this
position.
11 Using the Selector tool, select the rocket object, and usingAccuDraw move the rocket geometry up 6units from the base.
12 While still selected, scale the rocket in X,Y and Z to 0.25its originalscale.
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16 Chapter 2: Simple Keyframe Animation
13 While still selected, click Create in the Animation KeyFrames dialog
box.
The Create KeyFrame dialog opens.
14 Enter rocket2in the Namefield and in the Descriptionfield enterrocket scaled and moved.
15 Using the Selector tool, select the car geometry, and usingAccuDraw move the car geometry to the right 6units.
16 While the car geometry is still selected, click Create in theAnimation KeyFrames dialog box.
17 In the Create KeyFrame dialog box, enter car2in the Namefield and
enter car movedin the Descriptionfield.
FREEZINGGEOMETRYINTOORIGINALPOSITIONS
Now that you have created several keyframes to set these objects
in motion, you need to create the animation script. But first you
will freeze the geometry into the original positions. Even though
you may not need the initial position as part of an animation, it is
a good idea to create some initial keyframes when you intend to
put objects into motion. If you ever want to return geometry to its
original location, scale or rotation you can easily freeze it back
using the initial position keyframes.
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Freezing Geometry into Original Positions 17
Freezing Keyframes1 Continuing with simple keyframes.dgn, select car1in the
Animation KeyFrames dialog box and then click Freeze to return
the geometry to the original position.
2 Select rocket1in the list and then click Freeze to return thegeometry to the original position.
3 Select star1in the list and then click Freeze to return the geometryto the original position.
Creating the Animation Script1 Open the Animation Producer dialog box by clicking the tool in the
Animation Settings toolbox.
2 Double-click star1in the Animation KeyFrames dialog box.
The Script KeyFrame dialog opens.
3 Set Frame Numberto 0 and Interpolationto Linear.Click OK to addthis keyframe to the script.
4 In the Animation KeyFrames dialog box, double-click star2. In theScript KeyFrame dialog box, set Frame Numberto 29and Velocityto
Constant. Click OK to add this entry to the animation script.
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18 Chapter 2: Simple Keyframe Animation
5 In the Animation KeyFrames dialog box, double-click star3. In theScript KeyFrame dialog box, set Frame Numberto 59and Velocityto
Constant. Click OK to add this entry to the animation script.
6 Double-click star1. In the Script KeyFrame dialog box, set FrameNumberto 89and Velocityto Constant. Click OK to add this entry
to the animation script.
7 Preview the script by clicking Play in the Animation Producerdialog box.
You will notice the geometry flash as the screen redraws betweenframes.To provide for smoother previews, you can turn on graphicsacceleration.
8 From the view border, click the ChangeView Display Mode tool. The Set View
Display Mode box opens. Turn onGraphics Acceleration.
9 Preview the script again with GraphicsAcceleration. This produces a much smoother preview because the
graphics card buffers the information off screen for the next frame
and the display updates without delay.
10 In the Animation KeyFrames dialog box, double-click rocket1. Inthe Script KeyFrame dialog box, set Frame Numberto 59and
Velocityto Constant.Click OK.
11 Double-click rocket2. In the Script KeyFrame dialog box, set Frame
Numberto 119and Velocityto Accelerate.Click OK to add thisentry to the animation script.
12 In the Animation KeyFrames dialog box, double-click car1. In theScript KeyFrame dialog box, set Frame Numberto 29and Velocityto
Constant.Click OK.
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Freezing Geometry into Original Positions 19
13 Double-click car2in the Animation KeyFrames dialog box. In the
Script KeyFrame dialog box, set Frame Numberto 129 and Velocityto Accelerate - Decelerate.Click OK to add this entry to animation
script.
14 Preview the finished script by clicking Play in the AnimationPreview toolbox.
Creating Initial Keyframes V8 XM Edition1 Open the design file simple keyframes.dgn.
The design file opens and consist of 2D shapes.
2 Fit view 1.
3 From Tools > Visualization > Animation, open the AnimationSettings toolbox.
4 Click the Create KeyFrame tool. The Animation KeyFrames dialogbox opens.
5 Using the Selector tool, select the geometry forming the star object.
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20 Chapter 2: Simple Keyframe Animation
6 In the Animation KeyFrames dialog box, click Create.
7 Enter star1in the Namefield and in the Descriptionfield enterinitial star. Click OK to create a keyframe of the star object in this
position.
NOTE:In previous versions the only opportunity you had for adding
a description for a keyframe was at the time of its creation. With V8
XM Edition, you can add or edit a description at any time.
8 Using the Selector tool, select the geometry forming the rocketobject.
9 In the Animation KeyFrames dialog box, click Create.
10 Enter rocket1in the Namefield and in the Descriptionfield enterinitial rocket. Click OK to create a keyframe of the rocket object in
this position.
11 Using the Selector tool, select the geometry forming the car object.
12 In the Animation KeyFrames dialog box, click Create.
13 Enter car1in the Namefield and in the Descriptionfield enterinitial car. Click OK to create a keyframe of the car object in this
position.
CREATINGADDITIONALKEYFRAMESINV8 XMEDITION
Now that you have the initial keyframes created you can simply
modify, scale, rotate or move the geometry and create more
keyframes. These keyframes once created can easily be added to
an animation script to animate the objects between the keyframes.
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Creating Additional Keyframes in V8 XM Edition 21
Creating Additional Keyframes in V8 XM Edition1 Continue with simplekeyframes.dgn.
2 Modify the star object geometry using the Modify tool (Tools >Main > Modify). Snap to the vertex of the right point and use
AccuDraw to move the point up 2 units.
3 Snap to the vertex of the left point and using AccuDraw move thepoint down 2 units.
Star object initial position left, modified center, and rotated right.
4 Using the Selector tool, select all geometry forming the star object.
5 In the Animation KeyFrames dialog box, click Create.
6 Enter star2in the Namefield and in the Descriptionfield enter newstar position. Click OK to create a keyframe of the star object in this
position.
7 From the MicroStation Main tools, open the Manipulate toolbox.
NOTE: You will be using MicroStations element manipulate tools to
position the geometry into several different poses. Later you will learn
to create actors and manipulate them using the Animation Producers
Manipulate Actor tool.
8 Using the Selector tool, select the star object and rotate it (using theMicroStation Rotate tool) 45degrees about the weighted point in
the center.
9 While the star is still selected, in the Animation KeyFrames dialogbox click Create.
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22 Chapter 2: Simple Keyframe Animation
10 Enter star3in the Namefield and in the Descriptionfield enter star
rotated. Click OK to create a keyframe of the star object in thisposition.
11 Using the Selector tool, select the rocket object. Using AccuDraw,move the rocket geometry up 6units from the base.
12 While still selected, scale the rocket in X,Y and Z to 0.25its originalscale.
13 While still selected, click Create in the Animation KeyFrames dialogbox.
The Create KeyFrame dialog opens.
14 Enter rocket2in the Namefield and in the Descriptionfield enterrocket scaled and moved.
15 Using the Selector tool, select the car geometry. Using AccuDraw,move the car geometry to the right 6units.
16 While the car geometry is still selected, click Create in theAnimation KeyFrames dialog box.
17 In the Create KeyFrame dialog box, enter car2in the Namefield andenter car movedin the Descriptionfield.
FREEZINGGEOMETRYINTOORIGINALPOSITIONSINV8XM EDITION
Now that you have created several keyframes, to set these objects
in motion you need to create the animation script. But first you
will freeze the geometry into the original positions. Even though
you may not need the initial position as part of an animation, it is
a good idea to create some initial keyframes when you intend to
put objects into motion. If you ever want to return geometry to its
original location, scale or rotation you can easily freeze it back
using the initial position keyframes.
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Creating the Animation Script in V8 XM Edition 23
Freezing KeyFrames in V8 XM Edition1 Continuing with simple keyframes.dgn, select car1in the
Animation KeyFrames dialog box and then click Freeze to return
the geometry to the original position.
2 Select rocket1in the list and then click Freeze to return thegeometry to the original position.
3 Select star1in the list and then click Freeze to return the geometryto the original position.
CREATINGTHEANIMATIONSCRIPTINV8 XM EDITION
Creating the Animation Script in V8 XM Edition1 Open the Animation Producer dialog box by clicking the tool in the
Animation Settings toolbox.
If you have created animation in previous versions of
MicroStation this is where you will begin to appreciate the
changes made in V8 XM Edition. The Animation Producer has a
completely new look and you will find it much easier to create
animation scripts here.
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24 Chapter 2: Simple Keyframe Animation
NOTE: You will need to set the number of frames you will be using
because the default is 120. Anything over that requires you set the
number of frames you intend to script in advance. Keeping with the
same number as in the previous V8 exercise, you can set this to 129.
2 In the Animation Producer dialog box, select Settings > General.
The Animation Settings dialog box opens.
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26 Chapter 2: Simple Keyframe Animation
As an alternative to dragging the time marker you can enter 29 in
the frame number field, which in turn moves the time bar.
8 In the Animation Producer dialog box, right-click star2in theKeyFrames list and select Script.
The Script KeyFrame dialog box opens.
9 Click OK to add this keyframe entry to the animation scriptoccurring at frame 29.
10 In the Animation Producer dialog, key in 59in the frame numberfield and then press the Enter key.
The time marker moves to align with frame 59 in the graph view.
11 Right-click star3keyframe in the tree view and then select Script.
12 In the Script KeyFrame dialog box, click OK to add this keyframeoccurring at frame 59 to your script.
13 In the Animation Producer dialog, key in 89in the frame numberfield and then press the Enter key.
The time bar moves to frame 89.
14 Right-click the star1keyframe in the Animation Producers treeview and then select Script to add this keyframe occurring at
frame 89.
Click and drag thistime bar until framenumber is 29.
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Creating the Animation Script in V8 XM Edition 27
The Script KeyFrame dialog opens. Click OK to add the keyframe to
your script.
15 Click the Animation Preview tool.
The Animator Preview dialog opens.
Here is where you can see yet another huge improvement overprevious versions. The V8 XM Edition Animation Preview toolwhen clicked opens a dockable Preview tool with a scrub bar from
which you can interactively preview your animation. This tool hasall of the same features as the old interface and much more. The newAnimator Preview lets you have complete control over youranimation previews. You can select views in which to preview youranimation and you can open the Animation Settings dialog. You caneven choose to automatically create keyframes of selected graphics.
16 Try using the Animator Preview tool on your current script. Clickthe Play button, click the Pause button, and then try clicking and
dragging the scrub bar.
.NOTE: Notice the geometry does not flash from frame to framebecause in the V8 XM Edition all of MicroStations views are
accelerated at all times, providing smooth previews. You no longerneed to turn on and off graphics acceleration, as you did in the
previous V8 exercise
Begin Frame
Play
Pause
End Frame
General Settings
Interactive scrub bar(click and drag todynamically movethrough time).
Create keyframe of selected objects on thefly at current frame marker (scrub bar)position
Current frame number
Preview view number
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28 Chapter 2: Simple Keyframe Animation
17 In the Animator Preview tool, move the scrub bar to frame 59(or
just key in 59 in the current time field to move the scrub bar).
The Movement of the Animator Previews scrub bar also moves theAnimation Producers time bar.
18 In the Animation Producer dialog box right-click rocket1from theexpanded list of keyframes in the tree view list to open the Script
KeyFrame dialog box.
19 Click the OK button to add this keyframe at Start Time59InterpolationLinearand VelocityConstant.
20 Move the Animator Preview scrub bar to frame 119,right-clickrocket2from the tree view list of keyframes in the Animation
Producer dialog box and select Script from list of options.
21 Click the OK button to add this keyframe at Start Time119InterpolationLinearand VelocityConstant.
22 Move the Animation Producer time bar to frame 29and right-clickcar1from the expanded list of keyframes in the tree view list to
open the Script KeyFrame dialog box.
23 Click the OK button to add this keyframe at Start Time29
InterpolationLinearand VelocityConstant.24 Move the Animator Preview scrub bar to frame 129,right-click car2
from the tree view list of keyframes in the Animation Producer
dialog box and select Script from list of options.
Scrub bar
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Creating the Animation Script in V8 XM Edition 29
25 In the Script KeyFrame dialog box, check that Frame Numberis 129
and set Velocityto Accelerate - Decelerate.Click OK to add thisentry to your animation script.
Animation Producer with completed script.
26 Preview the finished script by clicking Play in the AnimationPreview dialog.
As you can see from having done this exercise in the V8 XM
Edition, the graphical user interface (GUI) is much more intuitive
and user friendly than in previous versions of MicroStation. This
is just the beginning and as you move through this book you will
be introduced to many more new tools and techniques for
accomplishing your animation task.
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30 Chapter 2: Simple Keyframe Animation
ANIMATINGWITHACTORS
For this exercise you are going to animate the opening and
closing of a door. To do this you will create an actor out of the
door geometry that needs to move. You could create the
animation without using actors by manually rotating the door into
the opened and closed positions using MicroStation tools and
creating the necessary keyframes. By creating an actor you will
be able to more easily rotate the door about its hinge line.
Creating An Actor1 Open the design file KEY1.dgn.
You will start by creating an actor for the door. The geometry for thedoor has been isolated to the Door level for easy selection.
2 Click the Power Selector tool with Mode set to Add, click the Leveltab and then click the Door level to select all the geometry on this
level.
The door geometry is highlighted, indicating that it is selected.
Level Door
Level tab
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Animating with Actors 31
3 From Tools > Visualization,open the Animation Actors toolbox.
4 Select the Create Actor tool.
Because the geometry is already selected, the Create Actor toolsettings window opens.
5 In the Namefield key in Door. Set Orientationto Designand onlyenable Rotate About Z.
6 Snap to the weighted point in the Top view on the left side of thedoor. The pointer changes to a graphic representing the X,Y,Z axis.
This will be the hinge point for the door actor to rotate about.
7 Enter a data point to create the Door actor.
NOTE: Did you notice the triad? This gives you a visual reference
point and is the origin point about which any movement or rotation
takes place. When you accept with a data point, all geometry in the
selection set becomes an actor (with the name and translations as setin the Create Actor dialog box).
In the next exercise you will check to make sure the origin you
intended to rotate about is correct. It is a good idea to test each
Snap point
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32 Chapter 2: Simple Keyframe Animation
actors motion after it is created. This can be done with the
Manipulate Actor tool. Do not accept with a data point, as thismoves the geometry to the position shown on the screen. If you
inadvertently enter a data point, you can simply undo the step to
return the actor to its previous position.
WARNING: Remember to reset. Do not enter a data point when
testing an actor.
Testing an Actor's Origin1 To test the actors motion, select the Manipulate Actor tool.
2 Identify the actor to manipulate by entering a data point on the dooror by double-clicking in the actor list box.
3 Move the pointer and the door should swing from the hinge line.Reset now.
As you moved the pointer you should have seen the door swinging
open and then closing rotating around the hinge line or weightedpoint you snapped to.
If the door is not rotating around this point you can use the ModifyOrigin tool to reposition the origin to the correct hinge line.
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Creating the Keyframes 33
CREATINGTHEKEYFRAMES
To animate this door opening and closing, you need to create two
keyframes: one with the door open and one with the door closed.
Creating Keyframes1 Continue with KEY1.dgn.
2 From Tools > Visualization,open the Animation Settings toolbox.
3 Click the Create Keyframe tool. Select the door actor by entering adata point over the door actor geometry in any view.
The Create KeyFrame dialog opens.
4 In the Namefield enter closedand in the Descriptionfield enter
door closed.
The description is optional but could be very helpful, especially incomplex animations or when other users are working on the sameanimation project.
5 Now you need to open the door using the Manipulate Actor tool.Enter a data point over any of the door geometry to select the Door
actor.
The Manipulate Actor dialog box opens.
NOTE:You can as an option select the actor you wish to manipulate
by double-clicking on the named actor from the list of actors in the
Manipulate Actor dialog box. You can also enter a precise angle in
degrees for rotational movements, distance in master units for
translational movements or a floating point number if the actor is
being scaled.
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34 Chapter 2: Simple Keyframe Animation
Note that as you move your cursor the door actor swings about its
origin (in this case, the hinge line). Swing the door wide open(about minus 130 degrees) and this time accept the new positionwith a data point. Click OK.
6 Click the Create button in the Animation KeyFrames dialog boxthen select the door actor by entering a data point on any of the
door actor geometry.
The the Create KeyFrame dialog box opens.
7 In the Namefield of the Create KeyFrame dialog box, key in open.In the Descriptionfield, key in door open. Click OK.
You now have all keyframes necessary to animate the door. All
you need to do now is to script the movie. By double-clicking onthe keyframes in the Animation KeyFrames dialog box, you can
script the keyframes to happen at any point in time of your
choosing.
CREATINGTHEANIMATIONSCRIPT
Next you will be creating the animation script to open and close
the door.
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36 Chapter 2: Simple Keyframe Animation
The Animation Producer dialog shows the current script.
ANIMATIONPREVIEW
Tools in the Animation Preview toolbox let you preview an
animation prior to recording it. The animation can also be
previewed using the Animation Producer dialog box.
To Select
Display the first frame of the
animation.
Preview First Frame
Display the previous frame of the
sequence.
Preview Previous Frame
Play animation from the current frame
to the beginning.
Rewind Animation
Play animation from the current frame
to the end.
Play Animation
Display the next frame of the
sequence.
Preview Next Frame
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Animation Preview 37
Key in DIALOG TOOLBOX ANIMATION PREVIEW to open
the Animation Preview toolbox.
All tools from the Animation Preview tool (except Advance to
Frame) automatically perform the action in the current view.
Additional data points continue the function in the selected view.Advance to Frame updates when you press the Tab key or enter a
data point.
Previewing the Animation Script1 Continue with KEY1.dgn.
2 In the Animation Producer dialog box, set View to 2.
Display the last frame of the
animation.
Preview Last Frame
Advance the animation to a specified
frame.
Advance to Frame
Record the script.
Record Script
Record selected frames from thescript.
Record Selected Frames
Freeze animated elements at a
specified frame.
Freeze Elements At This Frame
To Select
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38 Chapter 2: Simple Keyframe Animation
3 Verify the Preview Settings by selecting Settings > Previewin the
Animation Producer dialog box.
4 In the preview settings dialog box, turn on Clear View BetweenFrames, Limit Curve Stroking, Animated Elements, and Static
Elements.
5 From the view border click, the Change View Display Mode tool.The Set View Display Mode dialog box opens. Turn on Graphics
Acceleration for View 2with Display Mode set to Smooth.
6 In the Animation Preview toolbox, click Play and preview theanimation in wireframe.
Later on you will learn how to render out (record) your animationscripts to individual frames and how to compile them into a movieformat. To get a quick rendered preview of your scripted animationsyou can quickly and easily print your design file to an Adobe PDFfile containing 3D content and the animation. The only limitationwith this method is that animated materials are not yet supported ina PDF file.
7 From the Animation Producer dialog box, select File > Save Script.
Your Script is saved as Key1.msa.
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42 Chapter 2: Simple Keyframe Animation
indicating the X axis, green indicating the Y axis, and blue
indicating the Z axis. You can select and move or rotate this triad,which moves or rotates the actors origin and its coordinate
system. The Modify Actor Origin tool that was used in previous
versions is no longer used because you can simply move or rotate
each actors coordinate system by manipulating this triad.
In the next exercise, you will check to make sure the origin you
intended to rotate about is correct. It is a good idea to test each
actors motion after it is created. This can be done with the
Manipulate Actor tool. Do not accept with a data point, because
this moves the geometry to the position shown on the screen. If
you inadvertently enter a data point, you can simply undo the stepto return the actor to its previous position.
WARNING:Remember to reset (do not enter a data point) when
testing an actor.
Testing an Actor's Origin in V8 XM Edition1 Select the Manipulate Actor tool. In the Manipulate Actor dialog
box, setMethodto By Pointsand click Door inActor List.
NOTE: Because you limited your actors motion to only rotate aboutZ, this will be the only motion available in the Manipulate Actordialog box.
Motion limited torotate about Zfor this actor
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44 Chapter 2: Simple Keyframe Animation
The Animation KeyFrames dialog box opens.
4 In the Animation KeyFrames dialog box, click the Create buttonand then select the Door actor by entering a data point over the
Door actor geometry in any view.
The Create KeyFrame dialog opens.
5 In the Namefield enter closedand in the Descriptionfield enterdoor closed.
The description is optional but could be very helpful, especially incomplex animations or when other users are working on the sameanimation project.
6 Now you need to open the door using the Manipulate Actor tool.Enter a data point over any of the Door geometry to select the Door
actor.
The Manipulate Actor dialog box opens.
7 In the Manipulate Actor dialog, select Door from Actor List, set themethod to Active Angle and key in minus 130in the angle field.
Enter a data point to accept the rotation.
8 Click the Create button in the Animation KeyFrames dialog box andthen select the Door actor by entering a data point on any of the
Door actor geometry.
The Create KeyFrame dialog box opens.
9 In the Namefield of the Create Keyframes dialog box, key in open.In the Descriptionfield key in door open. Click OK.
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Animating with Actors in V8 XM Edition 45
In V8 XM Edition you can edit keyframe names and descriptions
by clicking on the item you want to edit in the Animation
KeyFrames dialog box.You now have all keyframes necessary to
animate the door. All you need to do now is to script the movie.
By double-clicking on the keyframes in the Animation
KeyFrames dialog box, you can script the keyframes to happen at
any point in time of your choosing.
Creating the Animation Script in V8 XM Edition
Next you will be creating the animation script to open and close
the door. As with the first example, if you are familiar with
previous versions it is here in the creation of the script (and in thepreview tools) you will notice significant differences in V8 XM
Edition over previous versions of MicroStations Animator tools.
Click here to edit Description.
Click here to edit Name.
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46 Chapter 2: Simple Keyframe Animation
Creating the Animation Script in V8 XM Edition1 Continue with KEY1.dgn. Open the Animation Producer by
clicking the Animation Producer tool in the Animation Settings
toolbar.
In the simple keyframe exercise you saw how you could use the newAnimation Producer dialog to add keyframes to your script bymoving the time bar and right-clicking to add keyframes. You canstill add keyframes to the script the old way by double- clicking onthe keyframe in the Animation KeyFrames dialog box.
2 Double-click the closedkeyframe in the Animation KeyFramesdialog box. The Script KeyFrame dialog box opens. Set Start Time to
0and Velocityto Constant.
3 Double-click the openkeyframe in the Animation KeyFramesdialog box. In the Script KeyFrame dialog, set Frame Numberto 59.
Click OK.
Because the animation begins at zero, the door opens over 60frames.
4 Double-click the closedkeyframe in the Animation KeyFramesdialog box. In the Script KeyFrame dialog, set Frame Numberto 119
and Velocityto Accelerate. Click OK.
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48 Chapter 2: Simple Keyframe Animation
Previewing the Animation Script V8 XM Edition1 Continue with KEY1.dgn. Click the Animation Preview tool.
The Animator Preview scrub bar dialog opens.
2 In the Animator Preview dialog box, set View to 2.
3 In the Animator Preview dialog box, click the General Settings tool.
The Animation Settings dialog box opens.
4 In the Animation Settings dialog box, turn on Animated Elements,Static Elements, Clear View Between Frames and Maintain Frame
Rate.
Set preview view number
Play movie preview
Open General Settings
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50 Chapter 2: Simple Keyframe Animation
Where 3D content is included, it contains any visualization data
and settings that already exist within the design file, such aslights, materials, texture maps, and animation or camera
movement (fly-throughs) created using the Animation Producer.
Saved views are also included in the 3D content.
Any 3D content within a PDF document is stored in Universal
3D (U3D) format. This format was introduced by the 3D
Industry Forum (http://www.3dif.org/) as a means of transferring
3D data from CAD systems to mainstream applications such as
marketing, training, sales, technical support, and customer
service. MicroStation lets you export geometry directly to U3D,
or to seamlessly create PDF documents with embedded U3Dobjects.
Adding 3D Content from Design Models
From a 3D design model, you can add 3D content to a PDF file
simply by enabling the Plot to 3D setting in the Print dialog box.
3D Plotting Options
Settings that control the 3D content are found in the 3D Plotting
Options dialog box (Print dialog box, Settings > 3D Plotting).
These settings, which are saved in the user preference file, are
retained between sessions.
NOTE:The Global Lighting Solution export and the Elevation Drape
Size options show in the dialog are available with V8 XM Edition only.
Animation in PDF 3D Content
Animation scripts created with MicroStations Animation
Producer (Utilities > Render > Animation) can be used to
specify geometry or camera motion that can be exported to U3D
and viewed dynamically within the PDF document. When a
model is saved to U3D, either the default script (a file with the
same name as the design file but with an .msaextension) or thescript currently loaded in the animator is used to specify the U3D
animation. In Adobe Reader, the animation can be started or
paused by selecting the 3D object and then selecting the Start
Animation or Pause Animation button from the toolbar.
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3D Content in PDF Files for V8 and V8 XM Edition 53
A progress bar appears at the bottom of the MicroStation window,
indicating the percentage of completion. Once the PDF is finished,you will see the message Finished Creating Print at the bottom ofthe screen.
NOTE:The 3D content in the Adobe PDF file will be displayed using
smooth shading where display mode is shaded. For best results, you
may need to adjust your materials to look good using a smooth
shading routine. For instance, a glass material that looks great ray
traced may appear too transparent when smooth rendered.
Interacting with 3D Content in Adobe Reader
In order to open the PDF file generated in MicroStation, it isnecessary to download and install Adobe Acrobat 7.0 (or later
version, if available). Currently, you can download the software
from http://www.adobe.com/products/acrobat/readstep2.html.
Once a PDF document containing 3D content is created from
MicroStation, it can be opened with Adobe Reader 7.0 in the
same manner as a standard PDF file. Inside the PDF file, clicking
a 3D object activates a toolbar with a set of tools for navigating
within the scene.
The standard Adobe Reader tools (Rotate, Navigate, Zoom, and
Pan) are documented in the Adobe Reader Help. Saved views are
available from the Views menu entries.
TIP:It is odd that Adobe removed the Walk tool from the main
toolbar in their update of Reader 7.0 to 7.0.7 because this is a terrific
tool for navigating through a 3D PDF. It is still available provided you
select Edit > Preferences from the Adobe application and click 3D
from the dialog. From here you need to check the option to
Consolidate tools on the 3D toolbar. Once you consolidate the tools,
the Walk tool will be available in a drop-down menu. In the V8 XM
Edition, from the 3D Plotting Option dialog box, you can turn on theoption Place Walk on PDF Toolbar.
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54 Chapter 2: Simple Keyframe Animation
Adobe drop-down menu with navigation tools.
Viewing PDFs with 3D Content in Acrobat 7.01 Open the newly created KEY1.PDFfile with Adobe Acrobat 7.0 or
later version.
Adobe Acrobat 7.0 automatically plays the animation upon openingthe file, because you selected this option in the 3D Plotting Options
dialog box.2 Click the Pause button to stop the animation.
Note that the Pause button changes to a Play button. Clicking itagain restarts the animation.
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3D Content in PDF Files for V8 and V8 XM Edition 55
KEY1.PDF file opened in Adobe Acrobat 7.0.
NOTE:You can change to a MicroStation saved view by clicking on
the small down arrow, on the right side of the navigation tools, and
selecting a saved view from the list.
3 Click the down arrow to open the Saved View list. Select CameraPerspective.
4 Click in the image window.
The view changes to a camera view of the door.
5 Right-click anywhere in the open PDF file view window.
An option menu for navigation and viewing displays.
6 Select Scene Illustrated and click in the view area to change thedisplay mode.
The display changes to illustrated and looks very similar toMicroStations hidden line display.
MicroStation savedviews can beaccessed here.
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Keyframing Deformation 57
Scene Shaded Illustrated
KEYFRAMINGDEFORMATION
In the next exercise you will learn how to scale an actor about a
point to provide a deformation effect. You will be defining actors
and creating the keyframes to animate a simple shock absorber. In
this exercise you will create two actors: one for the top asse